Commentaire de Kromf

False.

Everyone must DPS during the shields, and magic DPS must use DoTs ( melee will receive a DoT from the physical shield ). So, the damages from the DoTs the players will still suffer from, will break the Paralyse, AND THE PLAYERS WILL NOT RECEIVE THE FINAL DAMAGE OF PARALYSE ( ~50k ).

Commentaires

Commentaire de Zapnox

A pun on Fozruk perhaps? Makes me think this guy's gonna have some helpers too.

Commentaire de Krakler

More Like Relatives!

Commentaire de Vorbis

- tank with back to wall- run elsewhere as tank when he ground slams- melee dps run away a little on spike spell- watch for spell reflect casters- watch for thorns effect melee

edit: this is for normal mode, not been to heroic yet

Commentaire de tartur

what about the paralysis spell?how can it be avoid or despell?

Commentaire de Advocado

Tips on doing this boss.

Quake is a frontal aoe, think Shockwave. Strafe dodge it.Spell reflect can be shield slammed away by a protection tank or dispelled by any other normal means.

Commentaire de Archean

You don't need the dot on ranged dps, that is pointless as you can outrange the spike barrage that comes afterward and never have to worry about it.

Commentaire de Archean

If you've actually done the fight, you would know that Spike barrage is only an issue for melee and the tank, not ranged dps unless they're dumb enough to be within 15 yards of the boss. Hence, you don't need the dot on ranged for paralysis.

Commentaire de BaronYiffington

NORMAL MODE:

Simple fight, but requires DPS to pay very close attention to what they are doing. This is not a fight where DPS can just blow up the boss.

(Seemingly) Randomly, the boss will use these abilities:

Elementium Bulwark: 20% Chance to reflect spells. 10 secs. Can be dispelled. During this, spell caster DPS should NOT attack the boss.

Elementium Shield Spike: Each melee attack will cause the attacker to bleed. Stacks up to 1500 damage a second for 10 seconds. Melee DPS and the tank should NOT attack during this.

Ground Slam: Massive damage to anything in front of the boss. This is what the tank needs to worry about. When he casts it, simply run between his legs. DPS should not be in front of the boss, anyway.

Shatter: The real "meat" of this encounter. He will randomly use this ability (it only has a two second cooldown). All melee should watch very closely for this ability, and run away ASAP. It deals pretty decent damage (28k-31k) and can kill some undergeared DPS if they aren't watching.

The actual fight is simply a burn. When Bulwark isn't up, ranged DPS should unleash, and when Shield Spike isn't up, melee should go for it. Melee must also watch for Shatter.

Tank should have their back facing a wall, so they are not knocked into other rooms with adds.

Commentaire de Aereon

Just did the fight on heroic. Melee need to stack the bleed on themselves to break the paralyze, and casters can reflect a DoT onto themselves. When our tank positioned the boss by one of the walls he sometimes had trouble getting away from the Shatter in time, so we ended up just having the boss in the middle of the room. Very simple after you understand the mechanics.

Commentaire de Blackthorne

Just done this on heroic. This is how we did it.

Whenever he does his Ground Slam, the tank will have to move a bit, because he'll damage whoever is in a cone in front of him (30 degree angle).

New on heroic is Paralyze. The only way to get out of it is to receive damage. The way dps and healers can get out is because the spells described in the last point will return the damage that was "stored".So healers will have to do some damage in order to escape the full 8 second paralysis.

Shatter will be the skill most people will die to the first attempt(s). You need to run out (including the tank), because it will do roughly 150k damage to anyone within 15 yards of him.He will cast this right after Paralyze.

At some point he will Enrage, increasing damage by 50%.I expect it's around 25%-30%. (will update later).

Commentaire de Collypso

Heroic Mode:

Periodically he will Paralyze the entire party and start casting Ground Slam which will kill everything in it's 8yd radius. Paralyze drops (and will do no damage) if any damage is dealt to that player so you might want to let the spell reflect stay for a bit so the ranged can put dots on themselves otherwise Paralyze will deal 50k damage to everyone. Paralyze also can be trinketed or human raicialed off and can be dispelled afterwards. You can heal without having everyone drop Paralyze but it's really intense.

The tank gets a dot on them which lets them run away before Ground Slam is cast, be sure to clear out a large area in which to run around in, also try to run away from the group otherwise his Shatter may hit the group.

Commentaire de theoz

Heroic mode and Hunters: you need to melee him to get the bleed debuff in order to break his Paralyze. Reflecting Serpent Sting doesnt work.And PvP trinket confirmed works,Worst fight ever for hunters imo. rly hard

Commentaire de Xenfernox

A mage can spell steal the reflect buff

Commentaire de Wekapedia

Priest healers: try to keep Shadow Word: Pain and Devouring Plague on Ozruk at all times to get the bleed on yourself. The timing on when it casts the reflect spell is really erratic and desynced from Elementium Spike Shield, so keeping your two dots up ensures minimal healing downtime compared to trying to nuke it with Holy Fire, Smite and Mind Blast during an inopportune time.

Commentaire de Random899554

Tanking this boss is dangerous to your psyche. It seems that no matter what I do on Shatter, I have a 50/50 chance of dying no matter how early I run.

Commentaire de MorpheusDV

Found a neat trick if you have access to a Direbrew's Remote to get out of his Paralyze if you have a terrible healer or are a Hunter.

Use the Remote and port to BRD, and speak to the bartender vendor. He sells Sulfuron Slammer, which if you drink, will put a DoT on you that inflicts a very small portion of fire damage every 3 seconds. If you time it right and drink the alcohol before he does his Paralyze, the fire damage DoT will break you out of Paralyze, so you avoid the 50k damage that it would've inflicted on you and save your healer a bit of mana.

Commentaire de MorpheusDV

Found a neat trick if you have access to a Direbrew's Remote to get out of his Paralyze if you have a terrible healer or are a Hunter.

Use the Remote and port to BRD, and speak to the bartender vendor. He sells Sulfuron Slammer, which if you drink, will put a DoT on you that inflicts a very small portion of fire damage every 3 seconds. If you time it right and drink the alcohol before he does his Paralyze, the fire damage DoT will break you out of Paralyze, so you avoid the 50k damage that it would've inflicted on you and save your healer a bit of mana.

Commentaire de Gandazar

Commentaire de fratzi

Commentaire de Maunotavast

The enrage at the end can and should be removed.

Commentaire de myst44

Heroic Mode:

The following is a strategy that was used successfully after 30 minutes of more of wiping on this brute.

Tank: Tank the boss facing the end of the tunnel. When the boss casts Ground Slam, sidestep it, the spikes is an instant kill and only shoots forward of the boss. When the boss casts shatter move away to reduce damage taken.

DPS & Healers: This applies to all of the dps and healers. -Everyone is suggested to stand in melee, when the boss casts Bulwark, you need to immediately start meleeing the boss. This will leave a very weak dot on the player, and is important because-The next ability, Paralysis is a stun that will be broken by the previous bleed dot. The stun additionally only causes 50k damage if it wasn't removed before its timer runs out. Keeping the paralysis removed by the bleed saves a lot of healing due to not taking a 50k hit and not dying due to the next ability that is,-Shatter, immediately move out of melee range to avoid a massive aoe from the boss. Run in immediately once the cast ends and repeat the cycle

Overview: The boss doesn't require a lot of healing and even enrage at 25% hp wasn't a threat in terms of damage. This strategy may require you to work out of your comfort zone as a caster/healer, but it I feel remains a very solid strat for this boss..

Commentaire de Ayolera

Yes. Last night we wiped many times because either I (as a tank) failed to move in time from slam, or i repositioned him badly after shatter and he slammed the group, or I was not far enough at the last second for shatter.

I hate this fight.

Commentaire de Putress

Don't bother line of site'ing the shatter. Won't work. If you run away when he casts shatter there's a good chance you'll still get hit.

After some wipes I decided to just run away when he casts paralysis and you've broken free from it. He always casts shatter after paralysis. usually with about a 1 second interval. This way you'll always outrun the shatter and the fight is a LOT easier for the tank.

Commentaire de eexist

HEROIC MODE

Setup -

1 Warrior Tank1 Paladin Healer (Myself)1 Frost DK2 Mages (Fire)

Fight -

This fight is REALLY hard to start off with, you have to concentrate on so many things and if the tank messes up at all it's pretty much over.

Tanks -

Naturally, tank him facing AWAY from the group.

Every so often Ozruk will cast Ground Slam, when he starts casting you need to run UNDER him to the other side and when he casts it reset him back to the original position. You MUST get out for Shatter. I would save at least one defensive cooldown (Last Stand etc.) for his Enrage.

Healer (Paladin POV) -

Just start off as normal and he will eventually cast Elementium Bulwark once he does that you need to run up and hit him (as a paladin, because you don't really have any dot that you can throw up, as a priest or such you can just cast a pain and suffering on the boss(reflecting back at you)) with something like Judgement / Holy Shock to get the small DOT he puts on you when you hit him.

You NEED THIS (for the next part) or you will very well wipe, you will be able to use human racial or bubble out of the first ones but after that you're screwed so MAKE SURE you get this.

After that he will cast Paralyze this debuff is what you need that DOT for. As soon as he hits your group with Paralyze he will start casting Shatter this WILL one-shot anyone within 15 yards.

It's just rinse and repeat til he gets low and will Enrage, for this I would save a cooldown(wings, devine favor etc.) it doesn't do THAT much more but just to be careful.

Good luck.

Commentaire de catalystical

Dummy-proof tanking method:

Make sure you have enough space, clear the pack on the left if you have to. The hollow behind the boss is fine, but you have to watch out of the small adds.

The rest of the group will stand where the boss is. Tank boss in open area facing the sides. He will Ground Slam first that feels more like a Shatter that's just called Ground Slam, so move out of that, and then you'll see a sequence of back to back

1) Paralyze

2) Shatter (Stomp)

3) Ground Slam (Conal)

When he Paralyzes you, start hitting your move button and you'll be safely out of Shatter's range. After he Shatters, run straight through the boss to completely avoid his Ground Slam. Repeat.

Commentaire de Erethzium

Any class with a Spell DoT can use the Elementium Bulwark to reflect a DoT onto themselves, using it to easily get through Paralyze. I do this on my Priest so that I don't have to run in and melee :)

Commentaire de coriaga

Paralyze can crit. =|

Commentaire de Cirrusstrafe

After a few wipes I'd like to put in my two cents on a method that worked flawlessly the first time I did it.

The rest of the information is pretty standard, but this fight is almost entirely about the tank movements (and the healer popping shots to avoid paralyze).

He opens the fight up with shielding, and then ground slams, then paralyze-shatters. He then IMMEDIATELY ground slams, 4-5 seconds later he paralyze-shatters, and he repeats this process.

Movement: What I did, and this worked well, was that I noticed he is mobile for about a second after he casts paralyze, before shatter, so as a tank if you mash a direction as he's casting paralyze, he'll actually leash to you a few steps before casting shatter. While this means is though you'll be moving him a lot more than normal, it will save the ass of anyone who got paralyzed and give your people more breathing room.

Warning: DO NOT CHARGE HIM. Feral charge, or warrior charge, or anything. Reason being, it tosses you into the center of his hitbox and this will sometimes cause him to spin. Since, in my experience, he almost IMMEDIATELY casts ground slam after shatter, you will spin him and he will kill everyone because the cone goes out for a good 50 yards. Now you may ask, how do I get him to stay in a safe location so the tank doesn't have to run into other rooms and potentially get adds, without charging?

Now here's the fun part; just run back to him! By the time you get back he will be casting ground slam again, sidestep, run behind him, and backpedal (so you can hit him and generate threat), this resets his position to before paralyze (so you don't have to slowly run into the devotee's room) and he will probably cast paralyze-shatter by the time you get back, just in time to run away. Repeat this until he dies, enrage is pretty much nothing to worry about, I didn't even notice the extra melee damage.

Commentaire de Korinai

The main ability of the encounter is his "Paralyze" which is always followed by a "Shatter". Paralyze stuns the entire group and can't be avoided by being out of range or LoS. Shatter deals roughly 150k damage and CAN be avoided by being out of LoS or range. Paralyze is broken if you take any damage, and is the key to this fight. "Ground Slam" deals 470-530k damage in a frontal aoe cone. This is not a typo, and it is not out gear-able.

"Elementium Spike Shield" is essentially a druids thorns in DoT form. When this shield is up every melee swing gives you a DoT that you'll use to break paralyze. "Elementium Bulwark" gives the boss a 100% chance to spell reflect anything cast at him. Your ranged dps/healers can avoid shatter by simply being out of range, but they'll still want to put a DoT or two up before the paralyze. Melee will want to run out of LoS as soon as they are broken out of the paralyze.

Positioning on this boss is very important, my guild had to run through several different positioning strategies before we found one that worked. We tanked him between the two pillars on the left. When paralyze was cast, our tank ran behind the pillar at the back and our melee ran behind the pillar at the front. Our ranged was standing at the bottom left at max range to avoid shatter. A very important note for the tank is that you shouldn't run back in right after the shatter is over. You'll always get a ground slam a few seconds after shatter is cast, so wait for the ground slam to be cast and then get back into position.

Commentaire de glycereth

This picture explains the easiest way what a tank should be doing for the fight on Heroic Mode.

For melee DPS, just move out in any direction for Shatter, as long as you are not moving in the same direction as your tank, else, you have a good chance of getting 1 shotted by Ground Slam.

** It helps if you stop dps on the shield until the healer managed to put a dot on himself so he would get out of paralyze without taking the full damage and get stunned for 5-7 seconds, if you dps hard enough, the shield will be gone in 2seconds, leaving healers no reaction time to do anything to get out of paralyze with a dot reflected on them.

For healers, just put a dot when the shield as up.

For ranged, if your healers are having trouble keeping you up, it is wise to stop dps until the shield is down.

PS: The shield is bugged and it can go away if you dps hard enough, it does not last 10sec like the tooltip says.

Commentaire de Blackriver

BREAK YOURSELF UPON MY BODY. FEEL THE STRENGTH OF THE EARTH.

This will be ingrained into your mind after just one fight.

Commentaire de lightglow

are you sure it can be avoided LoS? Cause when we die and some of us teleport in while others are still engaging the boss, we can get paralyzed right at the entrance

Commentaire de lightglow

HEROIC

TANK

This is a tank fight. If the tank fails, your group will wipe.

Clear the mobs outside the tunnel. Position your group as a triangle. The top of the triangle being the boss inside the tunnel. The tank outside to the left of the tunnel. The rest of the group outside to the right of the tunnel.

The tank will feral charge, charge, or run into the boss. Tank Boss inside the tunnel.

There are two two skills to watch out for. GROUND SLAM and SHATTER. If you get hit by any of these 2 skills, you will DIE!

At the start of the encounter, the boss will always ground slam first. This can be avoided by strafing to the left or right. DO NOT run through him to try and avoid it. When you do this, you are not attacking. You will screw yourself over if he casts paralyze right after and you do not have the bleed debuff on you!

He will always cast shatter sometime after a ground slam. The tank must IMMEDIATELY run many yards away from the boss (where the tank first stood in the triangle - basically run through him). When shatter finishes casting, you can feral charge, charge, or run back to him in the tunnel. Tank him in the tunnel.

With the triangle strategy, the healers/range will never get hit by a ground slam or shatter.

Also make sure in your camera settings, make sure the tank has "Only Horizontal when moving" selected. It will make things easier after feral charging/charging and when turning/strafing/moving back and forth etc.

Tips

-When the boss starts casting paralyze (which has a .5-1 second cast time), you can already start moving to run. He will always shatter after paralyze.

-If you think you are going to die to a shatter, you can pop all tanking cooldowns. This may or may not save you from the shatter.

-If you think you don't have enough time to run out of a shatter, druids can stampeding roar in bear from. If you are a worgen, you can use darkflight. Priests can also Grip you out of a shatter.

-You can also abuse LoS to avoid shatter, but with the triangle formation, you should never have to.

MELEE DPS

Melee DPS must always run when boss casts shatter.

Sometimes the might screw up (don't blame the tank! it's a really hard fight!), and the boss might face other melee DPS when he casts Ground Slam. The melee DPS need to strafe to avoid it.

HEALERS/RANGE DPS

You must always have a DoT on him or else you cannot break out of paralyze (8 second stun). Healers can also cleanse paralyze on range DPS that cannot DoT or forgot to put a DoT up.

Paladin healers are the only healers without a DoT. You can either Trinket/Bubble/etc to remove paralyze or get somebody else who can can remove magic remove it off you.

If worse comes to worse, buy some Sulfuron Slammer from the bartender in BRD. This item leaves a damaging DoT on yourself for six seconds. Make sure your finger is always on the button to use this item cause Paralyze has a short cast time (or you can predict when he's going to paralyze and use it before)

Hunters will have to use Sulfurion Slammer or getting someone to clense them since the boss doesn't reflect any of the hunter's DoTs back at him.

Commentaire de Jokulhaup

I ran this today (3 Hour Stonecore runs. orz) and the paladin healer had trouble getting throught the Paralyze without eating it.Our solution was (and I facepalmed at first, but it worked) to have him glyph Exorcism and cast Exorcism right before the paralyze, DoTing himself and breaking the banish.

Commentaire de diablow

HEY SOMEONE COULD HAVE MENTIONED TO RUN OUT WHEN HE CASTS PARALYZE. Seriously, i dont think anyone mentioned that. you cant make it out when he starts casting shatter. Tanked this and wiped so much.... jesus.

Commentaire de suffragette

All triangles and diagrams aside, the easiest thing for melee and the tank is to start running/strafing away from the boss THE SECOND you are free from Paralyze. If you wait until the Shatter castbar starts, you will not get out in time, and you will die.

Commentaire de Avalynn

NOTE TO HUNTERS: When he says Break yourselves upon my body! Feel the strength of the earth!, you can run up and melee him and run back to your positions. This gives you a perfect amount time to get the bleed affect before he casts paralyze. Be sure to close some distance between yourself so the run isn't too far, but otherwise you should be good.

Also, you can tranquilizing shot when he enrages.I had issues with this, as you can see.

Commentaire de kri4o

Is it me or did this guy have 4million + HP before?

Commentaire de Rakha

Once his Enrage ends, he won't cast it again. So if DPS mess up, or bad luck ruins everything for everyone, keeping the tank up for that minute all but guarantees a (slow) kill, even on Heroic. The boss's unavoidable damage is modest enough that surviving the minute shouldn't be all that hard.

Commentaire de Minipretzels

Extremely annoying boss. For some reason he casts Elementium Bulwark far after his intial shield (Meele) as the battle continues, which makes it more difficult for casters who are spread out. Hopefully this is just a bug, and if not, then I wonder.

Commentaire de Mazra

This boss is the most bugged piece of crap in the history of heroics.

Three times in a row now, keeping Moonfire and Insect Swarm up on him, I didn't get any debuff. Trying to heal through three Paralyze is kinda hard, being all gimped and ruined like we are now.

Commentaire de kurnmogh

For holy paladins:

I'm unsure if this is a hotfix, because it didn't seem as though Judgement worked to stack the bleed debuff, but I can confirm that, as of December 19th, 2010, hitting Judgement during Ozruk's emote works beautifully to gain the bleed to break yourself out of Paralyze.

When Ozruk says "Break yourselves upon my body. Feel the strength of the earth!" judge at "Feel", you'll break yourself out of Paralyze when he casts it shortly thereafter.

So you don't need to run up to him and use Seal of Truth for this. Just stand at range as per usual and judge at the proper time. (Note that the type of seal is irrelevant, but holy paladins should be using Seal of Insight anyways.)

Other things that can break you out:- Divine Shield- Every Man for Himself- Casting Hand of Sacrifice on the tank (or another group member who will have the debuff) during Ozruk's emote

Commentaire de SkylineBNR34

Hotfix as of 12/21:

Ozruk can now be mined and has an appropriate loot table.

(translation: Ozruk can now be SKINNED and has an appropriately inappropriate loot table. Requires 530 skinning.)

Commentaire de dennisngu

I just want to point out that if you have a shadow priest in your group, it may make the encounter much easier!

In short (with spriest in group):Tank/melee1) Tank faces the boss away from the group. Run 90 degrees (ie to his side) when Ozruk casts ground slam.2) Melee dps the boss from behind.3) Tank and melee must receive the bleed effect from Elementium Spike Shield or else they will die from Shatter.4) When he casts Shatter (right after he casts Paralyze), run away from him like a nerd (you MUST have the bleed effect or you can't run and you will definitely die).5) Don't dispel/remove Elementium Bulwark from the boss (discussed later).

Ranged/healer1) Stack up.2) spriest casts 1 DoT on the boss when it uses Elementium Bulwark, then dispel the boss (just let the spriest handle the job). Do not dispel the DoT from the spriest!3) Immediately after breaking free from paralysis, mass dispel everyone! Mass dispel removes paralyze from everyone in range of the spell.4) Rinse and repeat. Easy...

Commentaire de DigitalDJ

I'm a fairly experienced prot warrior and it took me a bit of time to learn the encounter...especially since I have a higher latency than most. Unfortunately, unless you run with your guild you never really get to "learn" the encounter without getting a pissed off group. So, here's my tips for prot warriors out there:

a) Tank him between the two pillar shaped rocks. With his front facing down the hallway to the next boss. The rest of the group should stand behind him, out of range of Shatter and out of LOS for Ground Slam.

b) Don't use Shield Slam. Only generate threat with Devastate, Revenge and Heroic Strike damage. Using Shield Slam takes off the Elementium Bulwark spell that's needed for casters. You shouldn't have any problem generating threat without Shield Slam.

c) On Ground Slam move forward and to the left (or right). Forward enough so that you're in line or even behind the boss. Left (or right) enough so that you're outside of the red circle (the circle that appears below a MOB when you have it targeted). When the cast is complete move back to your original position so that he's not facing the group. He does not move while he is casting Ground Slam, so moving through him won't face him towards the group. You also have plenty of time to swing him back around so his back is towards the group before the next Ground Slam (since the next spell is Shatter).

c) On Shatter DO NOT run through Ozruk. If you have higher latency you aren't going to make it. Instead, turn around and make a run for it....(towards the next boss).

d) When running from Shatter, don't run too far so that your Charge is out of range. THIS IS IMPORTANT. Perfectly time your Charge back to Ozruk.

If Ozruk finishes his Shatter and you are not back to your position, Ozruk will run towards you. When you Charge in while he is running at you, there is a HIGH chance that he will reposition himself so that he is facing the group. THIS IS BAD since he is about to cast Ground Slam...and once that cast has started...you can't spin him around. Wipe.

The key here is to perfectly time your Charge back in after Shatter. Once you see the Shatter animation Charge back in RIGHT AWAY. This ensures that the boss DOES NOT move and there's no chance of him turning around and Ground Slamming the group.

e) It's always GROUND SLAM then SHATTER REPEAT. Ground Slam always happens really soon after a Shatter....but a Shatter usually takes some time after a Ground Slam.

Commentaire de Walterion

Something that wasn't stated here. Just recently Blizzard allowed Ozruk to be mined when killed.

Now the trick to it is to have mining 530. Which also brings up the following question, how can I have mining 530 if the max skill is 525?

Back in Vanilla, we had that problem. The solution to it is enchants that boost mining or other profesion (like skinning, for example).

So Miners, if you are planning to mine this big guy, get hold of a cheap pair of gloves and enchant them with Advanced Mining (Mining +5) so that you can Mine him for good stuff.

What can we mine off him? That is a mystery.

Commentaire de drummermessiah

a neat little trick if your a shaman(or any class that has a dot spell) doing this boss on Heroic

when he does his elementium bulwark, put up a dot on the boss, which makes it reflect back to you. That way you don't need to run up and melee the boss to get his debuff to drop his paralyze.

If you arent bad then this will work for you, unlike the bad resto shaman in my group that cant seem to put his flameshock on the boss when the shield is UP.

Commentaire de dennisngu

You can use enchant on gloves to get the extra +5 mining skill. Just buy a glove from an NPC and then enchant it.

Commentaire de beatrixkiddo

Ozruk is now mine-able as of 12/21. Mining him requires Mining 530, so a pair of gloves with the Gatherer enchantment are required. On Heroic I mined him and received one Jasper and one vendor-trash grey crystal-type item.

Commentaire de SpadeRend

On the subject of his spell reflection, it seems a AoE that continues without channeling will target all party members while his reflection is active. Thus counteracting the Debuff/paralysis.

Commentaire de aabeba

Requires 530 mining to mine!

Commentaire de NagaFrogZilla

I just want to say that there is something terribly wrong with his timers?Playing as a resto druid I just moonfire/insect swarm when the shield is up, BUT he doesnt cast his spell reflect when he should much of the time which causes many problems... He will cast it either while I am already paralyzed or it will only stay on there for a second or two - not enough time to react and dot yourself.I'm wondering if anybody else is having this problem or if there is just some fool in my group that always dispels his spell reflect before the casters have a chance to get a dot on themselves?On heroic mode, of course

Commentaire de ZechEU

Just a little tips for hunters who aint aware of it: When he uses his Enrage. you should use your Tranquillity shot a.s.a.p

Commentaire de Jushak

Had a weird problem today with this boss, or rather the packs in the room. Whenever we engaged the boss two packs way back in the other side of the room would aggro. No shouters alive and half the packs stayed where they were. In the end we cleared the whole room just to be sure.

Weirder still as I could swear I've killed this boss before without killing said packs.

Commentaire de mudd

For Shatter, the spell that you see being cast is "Ground Slam". Move asap when you see it.

Commentaire de TrandomKaggus

Was doing this last night with a warrior tank, shadow priest, hunter, elemental shaman and a holy paladin (myself).

After about a million wipes with a previous tank who just couldn't do it, I finally figured out that Judgements count as a melee attack for the bleed debuff. At that point, the tank and the shadow priest both died from shatter and spikes, or some such.

This is when the hunter and the elemental shaman started playing ping pong with the boss. Standing about 70 yards away from each other, the hunter would distracting shot the boss, then the shaman would regain aggro, turn into a wolf and run away, then the hunter would regain aggro, etc etc. And this was at about 75%.

We did this for a hell of a long while, timing the judgements and aggro exactly right so no one would be hit and I'd be able to cleanse the hunter of paralyse. Eventually we downed him, and it felt like we just destroyed the Death Star. I was probably Leia.

Great fun, anyway. One of my favourite boss fights.

Commentaire de eli2112

... or just have someone dispell it? I don't know why that was downrated, going into melee is not worth the effort/risk, when every healer can dispell magic and they have to (and can) break out of Paralyze themselves and no body should even be taking damage while shatter is being cast so the healer most likely CAN afford a gcd to dispell.

By the painful tactic you sugest, not only will the hunter lose a lot of dps from moving so much (from ranged near boss -> melee boss -> away from shatter -> repeat), but he will also risk not getting the dot in time and getting stuck with paralyze or getting the dot but not being able to get out of shatter range, both things that, as a ranged class, he should not be concerned with.

I myself preffer to take a couple extra minutes explaining the healer why he has to dispell me, instead of going through that ordeal. I would never expect them to refuse given that the alternative is healing an extra 50k everytime paralyze hits me (and as mana conserving as they have gotten I know they rather dispell than heal so much), or let me die and lose my dps which, not to boast, is usually top in the chart.

Commentaire de Aungulin

What an awful boss for a Mage. Bouncing a DoT off his shield is fine and dandy in theory until you realize neither Frost nor Arcane Mages have any DoTs at all, so when his Elementium Bulwark becomes desynced with the Paralyze cast there's just no way to break Paralyze with damage.

And the worst part of it is that our singularly useful stun-breaker Blink doesn't work on Paralyze either. We just have to hope the healer is bright enough to DoT themself up and aware enough for dispel it off us.

Commentaire de Huares

Just out of curiosity, have any mages or hunters tried putting down a campfire and standing in to dps and break paralysis?

Commentaire de bullet100

We tried doing this with the stragedy above, but it never worked for us. We wiped about 30 times. We actually beat it by DPS'ing the crap out of it and dispelling the Bulwark.

Commentaire de JKWood

Campfires no longer do damage. I found this out trying the same strategy on a troll rogue during the Thanksgiving holiday.

Commentaire de JKWood

Next time, take a couple Dust of Disappearance and swap in the Frostfire Bolt glyph. It's not much, but it'll do the trick.

Commentaire de Lathdari

I'd just like to say, as a paladin tank, I found this boss took a while to get the hang of, even though the strategy is conceptually simple enough. So do please be patient with your tank!

Edit (29/4/11): He's been nerfed twice since I wrote this comment.

Commentaire de Hybridpanda

Is it just me or does anyone else get that hes Skinnable and not Mineable?

Commentaire de mudd

Run the minute paralyze starts to cast (to the blue crystal formation to be safe).

Run back in as soon as as shatter is finished.

...but never use Charge it will turn him to the group

Reposition him back to the green crystals AFTER THE ground slam. Ground slam comes very soon after shatter.

Don't ever point him at the group.

Remember the ground slam is only a 30 degrees cone, you can angle him easily.

Commentaire de Rhematos

Ozruk, the wayward child of the stone mother, is the third and arguably the hardest boss encounter for tanks in Heroic Stonecore. Success and failure of this encounter primarily rest upon the tank's shoulder. One slight mistake and its game over. Ozruk will cast three devastating abilities that the tank needs to be concerned with: , , and . Ground slam provides a frontal cone of effect sending a series of rock spikes at whoever has the highest threat at the time.

has a three second cast so it can be easily avoided by strafing or running through Ozruk. The next two abilities tend to be the killer of tanks and . Luckily these next two abilities come in tandem with each other. Every so often Ozruk will cast paralyze which will free your tank and cause whomever is paralyzed to lose threat similar to other stun mechanics. To break out of this the tank must be hitting the boss as to acquire a bleed effect on them from the on Ozruk. As soon as the tanks the tank must immediately begin strafing away from the boss as to avoid being one shotted from the . Do not run through the boss as his hit box is to big and it will cause a loss of time in getting away from the boss. The only option here is to strafe. After he finishes return back to where you were tanking him before. Rinse and repeat.

Personally I find it easier to tank Ozruk in the hallway where he stands. Make sure to clear out near by trash as not to pull them during the boss encounter. Always keep the boss face away from your party as not to kill them with Paralyze, Ground Slam. Always be mindful of his cast bar and be ready to move the moment you see Ground Slam or Shattering. Shattering must be strafed as his hit box is to big. When I am doing this encounter and for many boss encounters I keybind left and right strafing to my mouse.

And finally kiting can not be used on this boss. As paralyze will cause the tank to lose threat turning Ozruk on to the team to one shot them. The boss must be dodged and strafed by the tank in this encounter or its game over.

Included below is a power auras to provide an alert that paralyze has been acquired and strafing must begin immediately.

Commentaire de TheMopeSquad

Doing this instance on heroic as frost spec mage, didn't feel like swapping to fire just to see if I could do him this way. It was not actually a big difference. Just keep nuking and nuking then when he pops the bulwark it will reflect a frostbolt and the travel time back usually hits you while you are paralyzed and breaks it. Just remember to stay max range so it takes longer to come back. If paralyze does hit fully then you can ice block twice during the fight with cold snap. Also, since the paralyze damage is arcane always keep mage ward up. That plus ice barrier as frost should soften a good chuck of any paralyze damage taken.

Commentaire de Dairwynne

Heroic Healers - I found this the hard way, and it may help some of you. When anyone (including yourself) puts a DoT up on Ozruk to gain protection from the banish/paralyze ability, it is read as a debuff and is dispellable. You can kill your party very easily if you are not paying attention and dispelling this debuff, causing them (and yourself) to become banished.

I had an issue with this my first time through as, when using HealBot, it shows up as a debuff and I mindlessly dispelled it as any good Failheals would.

Commentaire de lordgreg

This is one of the hardest bosses I've done until now as Paladin tank. Everyone understands the dot tactic, Ground Slam is ok but Shatter,.. if i don't start running in less than 0.5 seconds after shatter gets announced, I will get killed. I just can't get out of range of his ability. This usually means I'm the reason of wiping a group.

This is close to impossible to time right. This, including melee's also not running away asap, healers not applying dot, melee standing in front of him when he slams just make this boss the worst fight in heroics.

Commentaire de Kanariya

This is the hardest boss you'll be dealing with in this dungeon, though most of the difficulty is on the tank. Heals need to remember to not dispel reflected debuffs off other party members, as it could lead to very dangerous situations. Expect to wipe on heroic the first couple of tries.

Commentaire de KevinM3u

For those of you healing this as a pally without a DoT to place on the boss to give the debuff, don't bother meleeing. Stand in ranged and use judgement or HS. I have found that the perfect time to drop judgment is while he is saying his bulwark speech:

"Break yourselves on my body, feel the power of earth" or something very close.

Drop judgment or Holy shock on him when he says "feel". This work every time and i always had the debuff on when he casts paralyze about 2.5 seconds later.

Commentaire de MrChook

Learned something new on this encounter tonight... as a hunter this is easy to survive in you have a priest healer. It seems you can use a lightwell if you are paralyzed. So as long as you are standing close to the lightwell you can heal yourself during the paralyze so that it doesn't kill you when it falls off.

Not sure if this is intended behaviour but it works for now. Obviously better for DPS if you can have it dispelled or trinket it out of it but this makes surviving a lot easier.

Commentaire de VexeraBH

I tanked this on heroic and I can confirm that this fight pretty much rests on the tank.Our healer died when Ozruk was about 1/3hp (when I finally figured out the right way to do it) and after that it was easy pickin'.Tank him facing away from your party so that he's facing the area with the cultists, run through him when he starts to ground slam then go back to where you were pre slam. As soon as he paralyzes you get your legs in full retreat mode and don't stop running till shatter is done. Be careful of how far you get to the cultists then just rinse and repeat. Simple.

Commentaire de Syncness

Very punishing for tanks with lag issues (500ms+)

Commentaire de Shane2909

Are your tank & melee failing to get away from shatter due to being slowed?

If you answered yes to all 3 questions you probably have a bad case of highly contagious squishyitis.

The cure is simple and effective - eliminate the mage.(Some of the more caring sensitive souls may wish to have the mage change to an alternate spec for this fight).

Commentaire de pewo

Break yourselves upon my Pony!

Commentaire de avoisey78

The following post is made with solely the tank in mind. It enables them to tank the boss in a place that requires minimum movement of ranged and healers, allowing them to correctly position the boss -- and most importantly not get damaged by his shatter and other nasty stuff.

Follow these 7 steps and you should be fine. It might take a couple of times to "click" and adjust what I've said into practice and/or make tweaks on-the-fly if something does go wrong. Once you've done it once, successfully you'll wonder why you didn't see it was this easy before and kick yourself.

Here's a simple tanking solution that works very well.

1. Run in, turn him 90 degrees and tank him with your back to the wall.2. When he does his FIRST ground slam - run through his legs, tank him with your back to the opposite wall of the tunnel.3. When he does paralyze move away down the tunnel (not towards your healer/ranged) -- because he's going to shatter next4. He'll now do a shatter - you should have sufficient distance (you may be out of range of your healer for a few seconds, don't panic).5. Aftrer shatter has finished, run back in (to help minimise distance from your healer), ensure he's tanked with your back to the wall as per #1 (not much damage from his normal melee hits).6. When he does his NEXT ground slam - if you are/were out of range of your healer move back up the tunnel towards your ranged/healer (the boss will stand still casting, so it's a perfect opportunity to move) - not too close as to force them to move for the next shatter.7. Rinse and repeat from #3 (you'll now be 'sidestepping' ground slams and using them to move back up - so no need to run through his legs as you'll be running away).

What this basically does is prevents your healer and ranged getting hit by the spikes from ground slam. Ensures you can move in and out of ground slam. Means you can get out of shatter range without disturbing your ranged/healer. Allows you to easily kite him back in range for your healer during his next ground slam - and avoid nuking your melee/ranged.

I did this with my group and never got hit once by a single one of his abilities - the only thing that hit me were his melee hits. Like I say, you might be out of range of your healer for a few seconds here and there so they need to make sure you're topped up or pop your CD's if needed (I needed neither). If you do it correctly you'll take minimum damage so a few melee hits from him won't kill you!

The aim of the game is to avoid every single one of his AoE abilities and only get hit by his normal swings. The 7 points above detail exactly how to do this!

Commentaire de Marzilla

HOW TO TANK OZRUK ON HEROIC MODE

1. Stand him in the hallway behind where he starts, facing away from the group

2. When he Ground Slams, RUN THROUGH HIM ASAP

3. When he does PARALYZE, you run directly AWAY (mouse turn and run), then run back after shatter

Rinse, Repeat, Loots are Phat

Beware, you'll be far from the healer sometimes, get back in quick and turn him quick

Ground slam is a cone

Shatter is a small circle around him

Commentaire de Tziva

I haven't seen a single comment on this and it's not listed in any of his boss abilities but as we are doing this fight today on heroic, Ozruk is fearing people.

The first time I got feared, I just thought it was odd -- "I don't remember a fear." Everyone else in the party told me I was crazy, that he didn't fear. But I knew I definitely had seen a fear. Then, last attempt, our healer got feared into shatter range and died.

I feel like I'm going crazy. Is this a new hotfix to make him harder or a totally bizarre bug? He's not doing it every attempt but it is happening.

Commentaire de evlyxx

Weird issue just encountered, everytime I pop Mirror Image they target the packs in the room rather than the boss and each one seems to aggro a different pack as the whole left side was aggrod which we had left after clearing down the right

Commentaire de Tidus158

Had a fail healer today who kept removing Flame Shock on me... bad thing about this was it was affecting my DPS and he said the reason why we were failing was cause my DPS was bad.... i told him then "don't remove Flame Shock off of me." but he calls me a noob tries to kick me but ends up failing and then he drops the group.

i hate it when people don't learn the fights before going into heroics. Even a healer should know the mechanics for this fight..

Commentaire de moogledrink

Strangely enough for melee damage dealers with high latency, the fight in heroic is actually EASIER. My latency is fine normally but goes up for this fight but heres what I do.

Because of paralyze you know a Shatter is going to come up a few seconds after which gives me time to take the DoT damage and get out of range pre-emptivly. In normal mode I always seem to be a split second late and end up eating a Shatter even though I appear to be out of range.

Commentaire de Taeliana

Small tip for hunters or anyone else using the sulfuron slammer method of avoiding paralyze:You only have to drink immediately before the paralyze. A good way to time this is to drink on or just after the word "earth" when he says his "break yourselves upon my body, feel the strength of the earth" line. This will save you a lot of time vomiting.

Commentaire de rhinoloupe

I tried to use Purifier on this guy, and it reflected and instead the dispel reflected, dispelling the the DoT I'd put on myself to break paralyze.

Not all dispelling effects work. Just FYI.

Commentaire de rhinoloupe

.

Commentaire de TinySlayer

If you're struggling with this boss, it is possible to skip it.

There's a few methods that work, but we used a warlock to kill himself on the other side of the boss, then a Rogue and a Hunter stealthed past and used the Couteau de l'armée gnome to res the warlock and summon the rest of the party.

Finally, we used a Soulstone just encase we wiped :)

Commentaire de AlexL1118

For Holy Paladins (because we don't have DoT-s): send Judgement when he finishes his sentence: "Fill the strength of the Earth!". When he pronounces word "Earth" (or maximum half-second after this), send the judgement to prevent your paralyze.

And of course, don't send it before, otherwise it will be on CD at the needed point.

EDIT: Ah, sorry, did not see similar post of kurnmogh earlier in the thread.

Commentaire de kotone

Ozruk wants you to break yourself upon his body.

Commentaire de fanyuvo

Commentaire de TriXaM

As an aspiring DK tank, I wanted to learn this encounter on Normal mode ready for when I start heroics. Unfortunately, you cannot practice it quite as you'd like, since in Normal mode he doesn't cast Paralyze, which appears to be the indication that Shatter is coming next and so you start running away.

So, in Normal mode, you only know Shatter is coming when the cast bar appears, which in my experience isn't enough time to avoid it. Therefore, in Normal mode, I'd suggest you start tanking him away from the group so that he faces the cultists, then strafe to his side against a wall when he casts Ground Slam. When he re-engages you after the Slam, your back is against the wall ready for when he casts Shatter. Just eat the Shatter damage, using defensive CD's each time to reduce damage, it won't kill you in Normal mode, not even close (I was an 83 tank with 80K hp). You also won't get knocked back since you're against the wall. After Shatter, return to your starting position and repeat.

It would be nice to practise the HC strat in Normal, but due to the slight difference in mechanics it just won't work the same way. Hopefully this will help someone who had the same idea as me; don't get frustrated if you keep getting hit by Shatter, it's much more likely to happen in Normal mode without the Paralyze warning. Just remember to be against a wall for Shatter, because the knockback is annoying and you could get adds if you're unlucky.

Commentaire de BearnietheBull

I've been seeing something wrong with this boss (Bug maybe?) where it makes it impossible for my DK tank to get out of shatter range even with hopping into Unholy Presence. Every time I've tanked him he always stands right on top of me, putting me at the dead center of his hitbox. If I dps the fight i can stay a good 5 or so yards further from him than tanking and haven't eaten a shatter then. I really hope this gets fixed because every tank I've ran with on normal has eaten every shatter in normal mode, and it makes it hard to learn the fight.

Commentaire de Afakaz

Just a quick note because I didn't see it posted anywhere else; the Ground Slam is not a true cone attack, if you're far enough away from him you can actually see that it's three distinct tracks that come towards you. It's fast enough to nearly be instant but if for some reason he does fire this towards the group, it is possible to avoid it if you're quick and observant.

Commentaire de Candygram

As a tank i've tried tanking him inside the cave, sidestepping the Groundslam and running from shatter down into the cave but just today i found a way easier way to do this. Since we had cleared the trash on both sides, i just decided to tank him inside the left niche right before the boss cave. I pulled, sidestepped groundslam and when paralyze wore off i just ran through him into the cave a little bit, 25 yards or so then right back to the boss. Made sure i positioned his slam towards the wall and the rest of the group was behind him, aka in the middle or towards the right hand side niche right before his cave. 1 shotted him, as opposed to the 5 wipes before this. Hope this helps someone, because i know i've had a hard time tanking this boss.i think this way there is a lot less running for the healer and no LOS issues due to the curvature inside the cave.

Commentaire de wintermadness1

My friend's party is wiping for the fourth time on Ozruk (Heroic) as I write this, because there seems to be a bug. When someone doesn't get away from Shatter in time and dies, his Paralyze and Shatter are still able to hit them when they zone back in all the way at the beginning of the instance. So anyone who dies basically can never make it back to the boss because his Paralyze and Shatter are able to hit them anywhere in the instance as they run back. Couple that with the rezzed 50% of full HP, and you've got multiple wipes and 60g repair bills. I heard he's getting nerfed in the patch tomorrow, and hopefully hotfixed as well, because this bug is ridiculous.

Commentaire de Blufelix

i don't know if anyone else is having this issue, but I was just in there and none of the casters were able to apply a dot on themselves when he cast elementium bulwark, not sure if it had something to do with the patch or not

Commentaire de nezroy

There's a mechanic of Elementium Bulwark that I haven't seen mentioned anywhere and I would like to confirm with others. It seems as though it significantly reduces the amount of damage caused by the reflected spell. My Flame Shock only ticks for a few hundred and my reflected Lightning Bolts and Lava Bursts might be lucky to hit 1k. I *think* this is because the reflected spell is only doing base damage, and does not have any of my spellpower/int/whatever added in (i.e. I assume Ozruk has NO spell dmg stats and the game is using HIS stats to augment the spell base damage, rather than my stats). This seems an exception to how other spell reflect shields work, but of course makes perfect sense given how this mechanic is intended to be used.

EDIT: Note that I noticed this back in 4.0.3, so I'm not talking about any kind of 4.0.6 change.

Commentaire de besqpin

Commentaire de Concillian

i don't know if anyone else is having this issue, but I was just in there and none of the casters were able to apply a dot on themselves when he cast elementium bulwark, not sure if it had something to do with the patch or not

Every time this happens to me it's someone spellstealing / dispelling / purging it because they can't DPS while it's up and neeeeed to be topping recount... and wiping the group. Or it's a warrior who is shield slamming and doesn't realize he's dispelling it. If it's a warrior, they very often correct the behavior immediately.

If you're DPS, just do everyone a favor and don't dispel it in a PUG. Shaman and Paladin healers especially can have issues and might need the full duration. Shaman have 6 second cooldown on their DOT and are not hit capped, they may need the full duration if their flame shock missees. Paladin healers have a short duration DOT and need to Judge at the last moment. Even druids and priests, they can spam their DOT, but if they finish a heal cast, then miss on a DOT it can easily be 5 seconds before they're DOTed.

Honestly, I think the tank gets a lot of crap on this fight, but as a healer I've had just as many groups where problems lie with the DPS purging so healers can't get a DOT on them as I've seen tank issues.

Healing this, I could care less if a Hunter has slammers or if ranged DPS even DOT themselves. I can dispel ranged DPS no problem if I can reliably DOT myself. Since 4.0.6 doesn't seem to even 1 shot tanks on shatter, I can even heal through some tank mistakes. The key mechanic is now ensuring your healer is DOTed. Take time out from tunneling your DPS meter and just chill on the purges. Not wiping is better than dispelling too early and getting an extra couple seconds of DPS before you wipe.

Protip for clothies: Wands are not reflected. Wand during bulwark instead of twiddling your thumbs.

Commentaire de kheer

Its worth while to note, that if your tank is having trouble, its viable to use a Hunter pet to tank the boss since pets take 90% reduced AOE damage, so his ground slam and shatter will do little to no damage to your pet. Positioning your pet to tank the boss facing at a 90 degree angle from the rest of the party will be slightly tricky, but manageable. We did this last night in my party, and the only hard time we had keeping the pet up was when the boss first enraged, as its a significant increase in damage (and the healer was paralyzed), however was mostly negated with the pet's last stand. (This of course is on a fully tank spec'ed tenacity pet, in my case a shale spider.) Threat shouldn't be an issue as the melee has to constantly run out, and the ranged have to stop casting on bulwark, however if you feel necessary, you can use the MD glyph to keep your pet's threat up.

Commentaire de Floear

Recently two manned with a hunter. His turtle pet tanked and I healed as a holy paladin.

Commentaire de TyrannoEx

If your group whipes on heroic because of the tank failing here, please be patient with him its a damn nasty fight for a tank and has a steep learning curve on the first few tries. After you get a feeling for the fight it becomes a concentration thing.

Yeah, it really is a steep curve.

My group downed the other bosses without wiping once, but this guy? We wiped 10 times before we figured out what I (the tank) was doing wrong.

They had amazing patience, but for some reason one of them told me to jump instead of run (needless to say it did not work), not sure where they got that idea.

Commentaire de darthfusion

As of 4.06 "Must have 530 Mining" to Mine a Slain Ozruk...

Commentaire de Silvertusk

Arcane mages are SOL doing this boss on heroic. I have yet to figure out a reliable way to get myself out of Paralyze without having to resort to gimping my DPS by 90% going to melee.

Commentaire de Nobbel

Commentaire de Knightmare94

Break yourself upon mah bodeh. Feel teh power of EURTH!

Commentaire de Wowgal

An important note for warrior tanks... Shield Smash (not sure if its a glyph or talent that causes interrupt) will dispel Elemental Bulwark! Please don't do this while Bulwark is up. I know it sucks, but blame blizzard. Having bulwark up for 1 second then disappearing makes this fight very difficult to live through paralysis.

Commentaire de huldu

It's not a bug. That specific spell(paralyze) affects ALL players in the group regardless of their range, assuming HE is in combat. If you die and run back, you're still going to get hit by it. If you try run away from him it will still hit you, regardless of range.

Commentaire de vaanvern

Ozruk will kill Deathwing.

I know this to be true. Ozruk kills everyone.

EVERYONE.

LFD has taught me this.

Deathwing will be like "I am Deathwing, Vanquisher of Life, Aspect of Death, Deliverer of Death's Dying..." and Ozruk will be all like Break yourselves upon my body and Deathwing will be all WHAT THE HELL? Who hit me? What was that? I just lost 80% of my HP!" and The Lich King will be all like "Dude, what? I was busy being dead... post-undead... dead-er... whatever, I was lying down and you start shouting..." and Ozruk is like Feel the strength of the earth! ands LK's all "HOLY CRAP, dude! Who is this guy?" And Deathwing's all "Quick, I'll get him facing me and you shoot your black sword beams!" and Illidan's all "Hey guys, can I help? Stabby stabby stabby! Black Temple was merely a setba-Break yourselves upon my body Aaaaaaw man, I'm dead again? Not cool, man! Not cool!" and Deathwing's all "You noob, you gotta run out when he does that" and Illidan's all "I did! I totally did!" and LK's all "No, you gotta keep DoTs on him" and suddenly Feel the strength of the earth! and LK's dead and "Oh no way, that's total BS I totally had DoTs on him" and Deathwing would be all "You guys suck-FEEEEEEEL the strength of DA EEEERF! "Oh goddammit I'm dead you all suck I'm done gg man gg" and all the bad guys would be dead and Azeroth would be paradise and one day Sargeras will return and be all like "I WILL CONSUME ALL THE WORLDS! I AM INVINCIBLE! I AM THE DARK TITAN!" and Ozruk will be all like

BREAK

YOURSELVES

UPON

MY BODY

And Sargeras will be like "I'm out".

Ozruk kills everyone. Fact.

Commentaire de svrommelvs

As of today, in patch 4.0.6, the boss can be soloed in Heroic by a Paladin tank with 2/2 Eternal Glory. I've had to do it twice now, when my pug died. While many tanks will die to this encounter, wiping the group, the inverse is true--many groups will die, killing the tank.

Commentaire de jynxycat

Hitting him puts a dot on you, regardless if your attack is a dot or not.

The effect lasts ~4 seconds, so if you just time it right, you'll be fine.

As a paladin healer, I can judgement him just before paralyze, and the dot I receive breaks me out every time.

I judgement as soon as the shield is up, get the dot on myself, judgement CD takes 6 seconds, I use it again, and by that time paralyze is going off, so it's probably somewhere from 8-9 seconds after he does a shield.

Commentaire de DuffHB

Commentaire de Vanquisher

Any idea on knowing when to run from his shatter ability? DBM is not doing it here.

Commentaire de NeonKnight

This is a pretty easy one for hunters, even on heroic. Since we stay ranged anyway, we will most likely be able to stay out of his point blank aoe without having to think too much about it. BM hunters may have trouble since he is likely to kill the pet and you will have to call it back to you before that happens.

The only hard part for us is that we don't have a magic-based dot; serpent sting is physical and cannot be reflected. I like to spam my Chimera shot button so that i hit him hard the moment I come out of the daze. I am usually able to maintain very high dps in this fight because ranged doesn't have to move alot. But like many have said above, it really is going to come down to how well that tank knows the fight and if he understands the positioning.

Commentaire de seahen

Fire mages not only lose too much DPS on this fight, but also end up igniting ourselves a lot. Frost is ideal, since Frostfire Bolt's dot deals almost no damage (Mage Ward covers it) but lasts 12 seconds and often procs for instant cast.

Commentaire de Valgladyos

Commentaire de marine229002

I haven't been able to confirm this but as a Fire Mage, Living Bomb is almost the perfect length for me as it does the explosion maybe a second after the paralysis, however what I have not been able to test is if it frees group members around you when it explodes.

Commentaire de naxxwak1

Gruul and Therazane had a Baby!

Commentaire de pimetaradox

Commentaire de bioniclebert

Didn't see this posted anywhere, so I thought I'd share:As an Arcane mage, try using FrostFire Bolt when his spell reflection is about to wear out. It put a 0 damage DoT on me for about 5 seconds, and I've been using it for my Heroic runs with ease. If Mage Armor is causing the duration to be a bit short, try switching to Molten Armor or the new glyphed Frost Armor with mana regen.

Commentaire de shadowrune

Blizzard, please nerf this boss, I all ready spent too much gold to learn the fight, and STILL it's reflecting, stunning and killing me. This instance will be the new "Occulus" which one wants to do...

Commentaire de Nieniin

Commentaire de IzzySez

As a hunter, the best Idea I've found for stacking 2 debuffs is to auto attack first, then chuck in a Raptor Strike, because 2 auto-attack from staves/polearms are next to impossible to pull off before Paralyze. Run back before the Shatter; rinse and repeat. Stay close to melee range behind the boss at all times.

Commentaire de Bogrim

As a Warrior tank in this encounter, wait with dispelling Elementium Bulwark until your party members have a self-inflicted debuff. While the buff is necessary to break Paralyze, every second the buff remains active after all casters have their debuff is a loss of DPS.

Commentaire de pennystocks

Commentaire de NamorIsRoman

Still one of my favorite bosses, especially as a tank. The strategy takes a bit to learn, but you feel really involved when you get it down. Definitely not tank and spank ;)

Commentaire de Kevlan

This fight got a ton easier on heroic, must have been with 4.1. Ground Slam now has a new ground effect. By now, we all should be pretty well accustomed to getting out of stuff that appears on the ground underneath us!.

I did, however, learn one unpleasant thing. I ran this for the first time on my Druid tank. After Shatter, I charged in. This, unfortunately, had the net effect of turning him directly towards my ranged and healer and he immediately cast Ground Slam. Bye-bye heals and ranged!

So, for you bears out there - No charging, just lumber on in and start mauling.

Commentaire de trollpron

I got hc stonecore today when i was filling my VP cap (god damn 960/980). And what the hell, my flame shock go right through the spell reflect... every time it didnt miss (0 hit rating as healer).

Is this changed? I remember doing flame shock dotting succesfully before 4.1.

Commentaire de Okzana

I am a resto shaman, I just did this for the second time ever, the first time i lucked out with a really good group that knew that strategy.

Second time, not so much. We wiped two times because nobody knew how to get out of paralyze, including myself. Running out of range of paralyze does not work, we hopelessly tried that.

we had

Paladin TankMage dps2 Death Kingsand Resto shaman (me)

both death knights must have stopped DPS or someone dispelled the reflect,

we figured out that mages can blink out of paralyze

as for the rest of us, not knowing the fight at all, I used my glyphed stoneskin totem to try reduce my own damage as I desperately healed paralyze+shatter waves again and again.

After reading this, I am quite proud of healing us through this chaos and surviving on the 3rd try lol

Commentaire de Fallbeard

I have an idea where the name of this boss may have come from. As we all know Blizzard loves to pay homage to pop culture. Well there is an instrumental / progressive rock band named Ozrics Tentacles. My theory is based from the two names Ozruk / Ozric which are pretty similar and there is an item that drops from the boss is called Tendrils of Burrowing Dark. A tendril is a "hair-like tentacle" (according to wiktionary). Anyway, for those who enjoy such things there is my hunch. I know it might be a bit of a stretch. I like to think that somewhere at Blizzard HQ is a person who slipped a reference to an somewhat obscure band into the game.

Commentaire de kgurnhill

This boss was changed it appears, when he does Elementium Shield Spike, hunters attacking at range now get the Bleed debuff, so hunters can now avoid Paralyze! :D

Commentaire de xiaopig

The two-headed ogre Cho'gall is the fourth boss of the Bastion of Twilight and the last on the normal difficulty setting. A number of Adherents hasten to help Cho'gall, whose death calls more enemies which become more and more over the time. swtorcreditus.com The two-headed ogre Cho'gall is the fourth boss of the Bastion of Twilight and the last on the normal difficulty setting. A number of Adherents hasten to help Cho'gall, whose death calls more enemies which become more and more over the time.

Commentaire de Goldshard

Anyone know the command line/script to play his sayings in game? i know the one for the Horseman, just kinda hoping that these are available too :)

Thanks in advance

Commentaire de Slaktadgris

Lol, the sound when he casts shatter is from the big bad wolf in karazhan;D

Commentaire de Rynna

As a 377 blood dk, this fight was easily soloed in heroic mode. The only things I was alert for were..

- Running out of his direction when he used Ground Slam- Moving out of the way when he used Shatter- Using defensive CDs conservatively when he enraged

Commentaire de Marriele

Commentaire de Resented

As a Holy Paladin, using Glyph of Exorcism will make your life easier on this fight, as the DoT from the glyph lasts twice as long as the bleed. Denounce is pretty much a requisite for this strategy, though.

Commentaire de Sdaco

Commentaire de AlphaRomeo

Note that you CAN mine Ozruk on heroic (as well as the other mineable boss, Corborus, Corborus) if your mining skill is capped at 525 and you are wearing a pair of gloves enchanted with Gatherer (Récolteur), since the skill required to mine him is 530.

Commentaire de Ostkaka

"Break yourselves upon my body, feel the strength of the earth!"(##RESPBREAK##)520##DELIM##Onyx1831##DELIM##

Commentaire de mojojojo101

For Brewmaster Monks Stagger damage will break the paralyse effect making it very easy to dodge the shatter cast.

Commentaire de Stormwaker

An expansion later and my priest still has trouble, it's best to just walk around him. Don't mess with him, don't even look in his general direction. Just facehug the wall, clunch your cheeks together and pray he doesn't break you against his body with the strength of his earth.

Commentaire de EsH4Em4NDUD3

"Break yourselves upon my body. Feel the strength of the girth!" the better line, btw even his loot has some innuendo to it.

Commentaire de Keasha

Though Ozruk will never be again the infamous PuG-destroyer of glorious Pre-4.0.6 days, it's kinda funny to see people dying to this Fracasser in timewalking dungeons. It's definitely an one-shot mechanic and many don't know the need of putting a DoT on themselves to break the Paralysie.

I'm sure this will be nerfed very fast *sad*

Commentaire de Macamirunni

BWEAK YOURSEWVES UPOWN MY BOWDY! FEEL DA STWENGTH OF DA URRRF!

Reference to Ozruk yells: "Break yourselves upon my body. Feel the strength of the earth!"(##RESPBREAK##)2##DELIM##Sas148##DELIM##

Commentaire de NinjaLooterLoveU

Voice actor for Ozruk was found riding around Goldshire in a white van. btw - he's alliance too

Commentaire de Menaap

Just got this in TW with my main DK tank. I died on shatter, got bressed, and died a second time on shatter, with a few % left on Ozruk.Back in Cata, it was a feared boss, mainly bc of shatter having no limitation for range. This meant as a tank you had to make absolutely sure he was facing away from your healer and dps.So basically you would take him a bit into the tunnel, then move to the side on ground slam and back, to avoid that damage. All melee dps had to run for shatter and i died many a time with my gnome rogue, timing my jump too short and being one shotted.

As tank however - at least thats how we did it- you 'ate' the shatter damage. This meant healer had to keep you full hp and have some shielding on. With shielding you lost about 50% of hp (depending on class, sort of shielding, gear, etc) and without about 2/3.Now i got 1 shot on shatter, with boneshield on. (didnt have icebound fortitude on though)

The scaling for TW is still not right (the DK is lvl 105 with ~ilvl 740). Some bosses (and mobs too) are harder than it was and some are way easier. Obviously your lvl and ilvl matter too; it doesnt scale as it should. End boss for instance in Stonecore is way easier than it was back then. Ozruk however, at least his shatter, does too much damage, compared to what it was.

So, to be on the safe side; you should run out of range as soon as he starts casting shatter and get back asap right after. And ofc always keep him facing away from the rest of your group. Then again, it seems shatter is now limited range, even in the direction he is facing.

Heurt terrestre
– Ozruk builds up his strength then slams the ground in front of him dealing 100 Physical damage to all enemies within 4 yards of the impact point.

Rupture
– When Ozruk performs a Ground Slam in Heroic Difficulty, the ground ruptures and causes three lines of rock spikes to erupt in the direction he is facing. Any player caught by one of the rock spikes is dealt 170 Physical damage and is knocked upwards.

Rempart d'élémentium
– The elementium plates grafted onto Ozruk are charged with energy, causing them to have a 20% chance to reflect spells for 10 sec.

Bouclier de pointes d'élémentium
– Spikes erupt from Ozruk's body for 10 sec. Any player who attacks Ozruk with a melee or ranged attack while he has the Elementium Spike Shield are inflicted with a bleed effect that deals 1 Arcane damage every second for 5 sec. This effect stacks up to 5 times, but may only be applied once per second.

Fracasser
– When the Elementium Spike Shield expires, Ozruk shatters the spikes and launches them in all directions. This inflicts 189 Physical damage to all enemies within 15 yards.

Paralysie
– Right before Ozruk uses his Shatter ability, Ozruk will cast Paralyze. The Paralyze spell stuns all enemies for 8 sec. Any damage taken while stunned will remove the Paralyze effect. If Paralyze is not prematurely removed, then at the end of the spell's duration the player is dealt 23 Arcane damage.